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	<!-- ========== Headers ========== -->

	<CE_Settings_HeaderGeneral>General</CE_Settings_HeaderGeneral>
	<CE_Settings_HeaderMechanics>Mechanics</CE_Settings_HeaderMechanics>
	<CE_Settings_HeaderAmmo>Ammunition</CE_Settings_HeaderAmmo>
	<CE_Settings_HeaderGraphic>Graphic</CE_Settings_HeaderGraphic>
	<CE_Settings_HeaderMisc>Misc</CE_Settings_HeaderMisc>
	<CE_Settings_HeaderAutopatcher>Autopatcher</CE_Settings_HeaderAutopatcher>

	<!-- ========== Sub Headers ========== -->

	<CE_Settings_Rendering_Title>Rendering settings</CE_Settings_Rendering_Title>
	<CE_Settings_Rendering_Desc>Experimental settings for apparel rendering</CE_Settings_Rendering_Desc>

	<CE_Settings_Value_Tweaks_Title>Gameplay balance</CE_Settings_Value_Tweaks_Title>
	<CE_Settings_Value_Tweaks_Desc>Adjust various stats and multipliers affecting gameplay and combat balance.</CE_Settings_Value_Tweaks_Desc>

	<!-- ========== General settings ========== -->

	<CE_Settings_ShowCasings_Title>Show shell casings</CE_Settings_ShowCasings_Title>
	<CE_Settings_ShowCasings_Desc>Firing weapons will display a dropped casing effect.</CE_Settings_ShowCasings_Desc>

	<CE_Settings_CreateCasingsFilth_Title>Create shell casing filth</CE_Settings_CreateCasingsFilth_Title>
	<CE_Settings_CreateCasingsFilth_Desc>Firing weapons will create cleanable filth of dropped casings.</CE_Settings_CreateCasingsFilth_Desc>

	<CE_Settings_StuckArrowsAsFlecks_Title>Create impacted projectile flecks</CE_Settings_StuckArrowsAsFlecks_Title>
	<CE_Settings_StuckArrowsAsFlecks_Desc>Certain projectiles, such as arrows, will create a temporary visual fleck on the ground where they impact.</CE_Settings_StuckArrowsAsFlecks_Desc>

	<CE_Settings_ShowTaunts_Title>Show combat taunts</CE_Settings_ShowTaunts_Title>
	<CE_Settings_ShowTaunts_Desc>Pawns will display text-based taunts during combat.</CE_Settings_ShowTaunts_Desc>

	<CE_Settings_AllowMeleeHunting_Title>Allow hunting with melee weapons</CE_Settings_AllowMeleeHunting_Title>
	<CE_Settings_AllowMeleeHunting_Desc>Hunters will still be allowed to hunt if they have a melee weapon equipped.</CE_Settings_AllowMeleeHunting_Desc>

	<CE_Settings_SmokeEffects_Title>Toggle black smoke system</CE_Settings_SmokeEffects_Title>
	<CE_Settings_SmokeEffects_Desc>Fire generates dangerous black smoke clouds, causing health complications to anyone not wearing protective gear.</CE_Settings_SmokeEffects_Desc>


	<CE_Settings_TurretsBreakShields_Title>Disable shield belts while manning turrets</CE_Settings_TurretsBreakShields_Title>
	<CE_Settings_TurretsBreakShields_Desc>When enabled, shield belts will deactivate while colonists are manning turrets. If disabled, shield belts will instead remain active, offering additional protection.</CE_Settings_TurretsBreakShields_Desc>

	<CE_Settings_ShowBackpacks_Title>Show backpacks</CE_Settings_ShowBackpacks_Title>
	<CE_Settings_ShowBackpacks_Desc>Enables / Disables the rendering of backpacks (all pawns)</CE_Settings_ShowBackpacks_Desc>

	<CE_Settings_ShowWebbing_Title>Show tactical vests</CE_Settings_ShowWebbing_Title>
	<CE_Settings_ShowWebbing_Desc>Enables / Disables the rendering of tactical vests (all pawns)</CE_Settings_ShowWebbing_Desc>

	<CE_Settings_PartialStats_Title>Turn on partial armor</CE_Settings_PartialStats_Title>
	<CE_Settings_PartialStats_Desc>When turned on some armor might have different stats on different body parts</CE_Settings_PartialStats_Desc>

	<CE_Settings_RecoilAnim_Title>Show recoil animations</CE_Settings_RecoilAnim_Title>
	<CE_Settings_RecoilAnim_Desc>When enabled, ranged weapons and turrets will play recoil animations when they fire.</CE_Settings_RecoilAnim_Desc>

	<CE_Settings_VariedHumanHeight_Title>Enable varied human height</CE_Settings_VariedHumanHeight_Title>
	<CE_Settings_VariedHumanHeight_Desc>When enabled, certain humans, such as children or tall xenotypes, will have their height and width adjusted according to body size.\n\nThis can mean that small pawns might be unable to shoot over tall cover, and some tall pawns will be less protected by cover and easier to hit with ranged weapons.\n\nWhen disabled, all humans will be 1.75 m tall regardless of body size.</CE_Settings_VariedHumanHeight_Desc>

	<CE_Settings_LogUnpatchedDefs_Title>Log unpatched tools</CE_Settings_LogUnpatchedDefs_Title>
	<CE_Settings_LogUnpatchedDefs_Desc>When enabled, unpatched melee tools will be logged on startup.\n\nThis has no gameplay effect, but can be a useful utility for creating compatibility patches.</CE_Settings_LogUnpatchedDefs_Desc>


	<!-- ========== Ammo settings ========== -->

	<CE_Settings_EnableAmmoSystem_Title>Enable ammunition system</CE_Settings_EnableAmmoSystem_Title>
	<CE_Settings_EnableAmmoSystem_Desc>Weapons require ammunition to reload and can use various specialized ammo types.\n\nWARNING: Changing this setting on an existing colony may cause bugs and instability, do so at your own risk.</CE_Settings_EnableAmmoSystem_Desc>

	<CE_Settings_GenericAmmo>Use generic ammo system</CE_Settings_GenericAmmo>
	<CE_Settings_GenericAmmo_Desc>Instead of using full caliber system use several generic calibers, while retaining ammo types and ammo system. (requires game reload)</CE_Settings_GenericAmmo_Desc>

	<CE_Settings_RightClickAmmoSelect_Title>Right-click ammo selection</CE_Settings_RightClickAmmoSelect_Title>
	<CE_Settings_RightClickAmmoSelect_Desc>Right-clicking the reload button brings up the ammo selection menu.</CE_Settings_RightClickAmmoSelect_Desc>

	<CE_Settings_AutoReloadOnChangeAmmo_Title>Auto-reload on ammo select</CE_Settings_AutoReloadOnChangeAmmo_Title>
	<CE_Settings_AutoReloadOnChangeAmmo_Desc>Pawns will automatically reload when a new ammo type is selected.</CE_Settings_AutoReloadOnChangeAmmo_Desc>

	<CE_Settings_AutoTakeAmmo_Title>Auto-equip ammo</CE_Settings_AutoTakeAmmo_Title>
	<CE_Settings_AutoTakeAmmo_Desc>Pawns without loadouts assigned will automatically pick up ammo for their equipped weapon.</CE_Settings_AutoTakeAmmo_Desc>

	<CE_Settings_ShowCaliberOnGuns_Title>Display weapon caliber</CE_Settings_ShowCaliberOnGuns_Title>
	<CE_Settings_ShowCaliberOnGuns_Desc>Ammunition-using weapons will have their caliber appended behind their name.</CE_Settings_ShowCaliberOnGuns_Desc>

	<CE_Settings_ReuseNeolithicProjectiles_Title>Re-use neolithic projectiles</CE_Settings_ReuseNeolithicProjectiles_Title>
	<CE_Settings_ReuseNeolithicProjectiles_Desc>Neolithic projectiles will have a chance to drop on the floor on impact.</CE_Settings_ReuseNeolithicProjectiles_Desc>
	
	<CE_Settings_ForbiddenNeolithicProjectiles_Title>Automatically forbid neolithic projectiles</CE_Settings_ForbiddenNeolithicProjectiles_Title>
	<CE_Settings_ForbiddenNeolithicProjectiles_Desc>Spawned neolithic projectiles will be automatically forbidden.</CE_Settings_ForbiddenNeolithicProjectiles_Desc>

	<CE_Settings_RealisticCookOff_Title>Realistic cook-off</CE_Settings_RealisticCookOff_Title>
	<CE_Settings_RealisticCookOff_Desc>Ammunition stacks won't spawn damaging projectiles on cooking off.</CE_Settings_RealisticCookOff_Desc>

	<CE_Settings_ShowExtraTooltips_Desc>Enables extra tooltips for the cell under the mouse pointer (hold left-shift to view).</CE_Settings_ShowExtraTooltips_Desc>
	<CE_Settings_ShowExtraTooltips_Title>Show extra tooltips</CE_Settings_ShowExtraTooltips_Title>

	<CE_Settings_ShowExtraStats_Desc>Enables extra (internal, redundant, or confusing) stats in some info cards.</CE_Settings_ShowExtraStats_Desc>
	<CE_Settings_ShowExtraStats_Title>Show extra stats</CE_Settings_ShowExtraStats_Title>

	<CE_Settings_DetailedMeleeTooltip_Desc>Enables extra information about parry, dodge and other attack chance modifiers in melee tooltip.</CE_Settings_DetailedMeleeTooltip_Desc>
	<CE_Settings_DetailedMeleeTooltip_Title>Show detailed melee tooltip</CE_Settings_DetailedMeleeTooltip_Title>

	<CE_Settings_NonPlayerMeleeTooltip_Desc>Enables melee tooltip for all pawns, including wild animals, allies and raiders.</CE_Settings_NonPlayerMeleeTooltip_Desc>
	<CE_Settings_NonPlayerMeleeTooltip_Title>Show melee tooltip for all pawns</CE_Settings_NonPlayerMeleeTooltip_Title>

	<CE_Settings_FragmentsFromWalls_Desc>When enabled, damaging walls can generate fragments.</CE_Settings_FragmentsFromWalls_Desc>
	<CE_Settings_FragmentsFromWalls_Title>Fragments from walls</CE_Settings_FragmentsFromWalls_Title>

	<CE_Settings_FragmentsFromWallsReflected_Desc>When enabled, some of the fragments from walls might be reflected back at the shooter.</CE_Settings_FragmentsFromWallsReflected_Desc>
	<CE_Settings_FragmentsFromWallsReflected_Title>Reflected fragments from walls</CE_Settings_FragmentsFromWallsReflected_Title>

	<CE_Settings_FragmentsFromWallsIntensity_Desc>Controls how many wall fragments will spawn and how big they will be.</CE_Settings_FragmentsFromWallsIntensity_Desc>
	<CE_Settings_FragmentsFromWallsIntensity_Title>Fragments from walls intensity</CE_Settings_FragmentsFromWallsIntensity_Title>

	<CE_Settings_FasterRepeatShots_Desc>When enabled, subsequent shots at the same, or nearby, targets are faster.</CE_Settings_FasterRepeatShots_Desc>
	<CE_Settings_FasterRepeatShots_Title>Faster subsequent shots</CE_Settings_FasterRepeatShots_Title>

	<CE_Settings_MidBurstRetarget_Desc>When enabled, shooters will switch to a new target when their primary target is downed mid-burst.</CE_Settings_MidBurstRetarget_Desc>
	<CE_Settings_MidBurstRetarget_Title>Retarget mid burst</CE_Settings_MidBurstRetarget_Title>

	<CE_Settings_EnableExtraEffects_Title>Show additional projectile visual effects</CE_Settings_EnableExtraEffects_Title>
	<CE_Settings_EnableExtraEffects_Desc>Bullets and other projectiles will display additional effects, such as bullets kicking up dust or incendiaries throwing sparks. Cosmetic only, does not affect gameplay.</CE_Settings_EnableExtraEffects_Desc>

	<CE_Settings_SuppressionCausesRunning_Title>Suppressed pawns seek cover</CE_Settings_SuppressionCausesRunning_Title>
	<CE_Settings_SuppressionCausesRunning_Desc>When enabled, pawns under light (yellow) suppression will interupt what they are doing to seek cover. Pawns under heavy (orange) suppression will still hunker.</CE_Settings_SuppressionCausesRunning_Desc>

	<CE_Settings_RealWeaponNames_Title>Use real weapon names</CE_Settings_RealWeaponNames_Title>
	<CE_Settings_RealWeaponNames_Desc>When enabled, base game weapons, as well as some official add-on content, will use their real life names.\n\nRequires a restart to apply.</CE_Settings_RealWeaponNames_Desc>


	<!-- ========= Explosion Settings ========= -->

	<CE_Settings_ExplosionSettings>Explosion Settings</CE_Settings_ExplosionSettings>

	<CE_Settings_MergeExplosions_Title>Merge explosions</CE_Settings_MergeExplosions_Title>
	<CE_Settings_MergeExplosions_Desc>Nearby explosions are merged into each other, significantly improving performance during a massive explosives cook-off. Strongly recommended to leave on.</CE_Settings_MergeExplosions_Desc>

	<CE_Settings_ExplosionPenMultiplier_Title>Explosion power multiplier</CE_Settings_ExplosionPenMultiplier_Title>
	<CE_Settings_ExplosionPenMultiplier_Desc>Scales all explosion damage and penetration by this amount</CE_Settings_ExplosionPenMultiplier_Desc>

	<CE_Settings_ExplosionDamageFalloffFactor_Title>Explosion falloff rate</CE_Settings_ExplosionDamageFalloffFactor_Title>
	<CE_Settings_ExplosionDamageFalloffFactor_Desc>Scales explosion falloff rates. The rate is applied to the distance from epicenter before other calculations</CE_Settings_ExplosionDamageFalloffFactor_Desc>

	<!-- ======== Stabilization settings ======== -->

	<CE_Settings_StabilizationSettings>Injury Stabilize Settings</CE_Settings_StabilizationSettings>

	<CE_Settings_MedicineSearchRadius_Title>Medicine search radius</CE_Settings_MedicineSearchRadius_Title>
	<CE_Settings_MedicineSearchRadius_Desc>Sets the distance that medicine will be searched for to stabilize a pawn.</CE_Settings_MedicineSearchRadius_Desc>

	<!-- ========== Bipod settings ========== -->

	<CE_Settings_BipodSettings>Bipod settings</CE_Settings_BipodSettings>

	<CE_Settings_BipodMechanics_Title>Use bipod mechanics</CE_Settings_BipodMechanics_Title>
	<CE_Settings_BipodMechanics_Desc>Some weapons will be equipped with bipods, giving penalties when not set up and slight bonuses when set up.</CE_Settings_BipodMechanics_Desc>

	<CE_Settings_BipodAutoSetUp_Title>Toggle bipod autosetup</CE_Settings_BipodAutoSetUp_Title>
	<CE_Settings_BipodAutoSetUp_Desc>Weapons with bipods will automatically start setting up when not set to snapshot.</CE_Settings_BipodAutoSetUp_Desc>

	<!-- ========== Compatibility settings ========== -->

	<CE_Settings_Vehicles>Vehicle settings</CE_Settings_Vehicles>

	<CE_Settings_PatchArmorDamage_Title>Use New Vehicle Armor</CE_Settings_PatchArmorDamage_Title>
	<CE_Settings_PatchArmorDamage_Desc>Vehicle Armor reduces damage based on relative values, but can be penetrated by high AP attacks.</CE_Settings_PatchArmorDamage_Desc>

	<CE_Settings_HitRandomVehicleComponents_Title>Hit any component</CE_Settings_HitRandomVehicleComponents_Title>
	<CE_Settings_HitRandomVehicleComponents_Desc>When a vehicle is at low health, projectiles that fail to encounter a surviving component will instead damage a random one.\n\nThis prevents heavily damaged vehicles being kept intact by small, hard-to-hit components.</CE_Settings_HitRandomVehicleComponents_Desc>

	<CE_Settings_FragmentsFromVehicles_Title>Fragments from vehicles</CE_Settings_FragmentsFromVehicles_Title>
	<CE_Settings_FragmentsFromVehicles_Desc>When a projectile over-penetrates a vehicle, generate a fragments on the far side.</CE_Settings_FragmentsFromVehicles_Desc>

	<!-- ========== Autopatcher settings ========== -->

	<CE_Settings_VerboseAutopatcher_Title>Enable autopatcher verbose logging</CE_Settings_VerboseAutopatcher_Title>
	<CE_Settings_VerboseAutopatcher_Desc>This will enable verbose logging of the autopatcher</CE_Settings_VerboseAutopatcher_Desc>

	<CE_Settings_ApparelAutopatcher_Title>Enable apparel autopatcher</CE_Settings_ApparelAutopatcher_Title>
	<CE_Settings_ApparelAutopatcher_Desc>Attempt to apply an appropriate apparel preset to the armor values of unpatched apparel.</CE_Settings_ApparelAutopatcher_Desc>

	<CE_Settings_RaceAutopatcher_Title>Enable race autopatcher</CE_Settings_RaceAutopatcher_Title>
	<CE_Settings_RaceAutopatcher_Desc>The autopatcher will apply a preset to unpatched races to allow basic functionality.</CE_Settings_RaceAutopatcher_Desc>

	<CE_Settings_WeaponAutopatcher_Title>Enable weapon autopatcher</CE_Settings_WeaponAutopatcher_Title>
	<CE_Settings_WeaponAutopatcher_Desc>Attempt to apply an appropriate weapon preset to unpatched ranged weapons.</CE_Settings_WeaponAutopatcher_Desc>

	<CE_Settings_ToughnessAutopatcher_Title>Enable weapon toughness autopatcher</CE_Settings_ToughnessAutopatcher_Title>
	<CE_Settings_ToughnessAutopatcher_Desc>Apply an automatically calculated toughness stat to weapons, which affects how much damage they recieve when used in melee.</CE_Settings_ToughnessAutopatcher_Desc>

	<CE_Settings_PawnkindAutopatcher_Title>Enable pawnkind autopatcher</CE_Settings_PawnkindAutopatcher_Title>
	<CE_Settings_PawnkindAutopatcher_Desc>Give unpatched pawnkinds equipped with a patched ranged weapon a small amount of ammunition.</CE_Settings_PawnkindAutopatcher_Desc>

	<!-- ========== Pop-up window ========== -->

	<CE_Settings_GenericRestartPopup>Toggling generic ammo mode requires a full restart to apply.\n\nWould you like to restart now?</CE_Settings_GenericRestartPopup>
	<CE_Settings_AcceptRestart>Restart now</CE_Settings_AcceptRestart>
	<CE_Settings_DeclineRestart>Continue</CE_Settings_DeclineRestart>
	<CE_Settings_RestartTitle>Generic ammo setting has changed</CE_Settings_RestartTitle>

	<!-- ========== CIWS ========== -->
	<CE_Settings_EnableCIWS>Enable CIWS</CE_Settings_EnableCIWS>
	<CE_Settings_EnableCIWS_Desc>Allows some turrets to function as Close-In Weapon Systems, capable of intercepting incoming hostile projectiles and/or drop pods.</CE_Settings_EnableCIWS_Desc>

	<!-- ========= Reset to Default ========= -->
	<CE_ResetToDefault>Reset Page to Default</CE_ResetToDefault>

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